class OlivePawn extends UTPawn;

/** Default inventory added via AddDefaultInventory() */
var() array< class<Inventory> > DefaultInventory;

//function AddDefaultInventory()
//{
//    local class<Inventory> InvClass;
//    local Inventory Inv;
//    local UTWeapon Weap;

//    foreach DefaultInventory(InvClass)
//    {
//        // Ensure we don't give duplicate items
//        Inv = FindInventoryType(InvClass);

//        // If item not found
//        if( Inv == None )
//        {
//            // Create it and add to inventory chain, only activate if we don't have a weapon currently selected
//            CreateInventory(InvClass,Weapon != None);
//        }
//        //// Otherwise, item already in our inventory chain
//        //else
//        //{
//        //    // Add extra ammo to the weapon we already have
//        //    Weap = UTWeapon(Inv);
//        //    if( Weap != None )
//        //    {
//        //        Weap.InitializeAmmo();
//        //    }
//        //}
//    }
//}

simulated function name GetDefaultCameraMode( PlayerController RequestedBy )
{
	return 'FreeCam_Default';
}

simulated function bool CalcCamera( float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV )
{
	//local float Radius, Height;

	//GetBoundingCylinder(Radius, Height);

	//out_CamLoc = Location - vector(out_CamRot) * Radius * 20;

	return false;
}

defaultproperties
{
	LandMovementState=PlayerWaiting
	Begin Object Name=WPawnSkeletalMeshComponent
		SkeletalMesh=SkeletalMesh'CH_LIAM_Cathode.Mesh.SK_CH_LIAM_Cathode'
		PhysicsAsset=PhysicsAsset'CH_AnimCorrupt.Mesh.SK_CH_Corrupt_Male_Physics'
		AnimSets(0)=AnimSet'CH_AnimHuman.Anims.K_AnimHuman_BaseMale'
		bCacheAnimSequenceNodes=FALSE
		AlwaysLoadOnClient=true
		AlwaysLoadOnServer=true
		BlockRigidBody=TRUE
		bUpdateSkelWhenNotRendered=false
		bIgnoreControllersWhenNotRendered=TRUE
		bUpdateKinematicBonesFromAnimation=true
		bCastDynamicShadow=true
		Translation=(Z=0.0)
		RBChannel=RBCC_Untitled3
		RBCollideWithChannels=(Untitled3=true)
		bOverrideAttachmentOwnerVisibility=true
		bAcceptsDynamicDecals=FALSE
		AnimTreeTemplate=AnimTree'CH_AnimHuman_Tree.AT_CH_Human'
		TickGroup=TG_PreAsyncWork
		MinDistFactorForKinematicUpdate=0.2
		bChartDistanceFactor=true
		RBDominanceGroup=20
		Scale=1.0f
		bPerBoneMotionBlur=true
	End Object
	Mesh=WPawnSkeletalMeshComponent
	Components.Add(WPawnSkeletalMeshComponent)
}
